
Afterburner: FPS & Server Optimization
FPS, lag and chunk generation optimization for Fabric, Forge and NeoForge: batched chunk rendering, occlusion culling, parallel world generation, faster server ticks, lighting and memory. Every part can be switched off.
6.8Kdownloads
6followers
6.8Kdownloads
6followers
Compatibility
Minecraft: Java Edition
26.3
26.2
26.1.2
1.21.10–1.21.11
1.21.8
1.21.3–1.21.5
1.21.1
Platforms
Supported environments
Client-side
Server-side
Client and server
Links
Tags
Creators
Details
Licensed MIT
Published 5 months ago
Updated 11 hours ago

Chunk Test on Iris Igpu
Render Distance: 2 LoD (Far Terrain): 256 Shaders: Complementary Low Fps: 50-55 avg
October 8, 2026

Chunk Test on Rx 9060xt
Render Distance: 16 LoD (Far Terrain): 512 Shaders: Complementary High Fps: 250-260 avg
October 8, 2026

How Afterburner is built
Overview of one Afterburner build: the client renderer and memory work, the server algorithms, the optional chunk link for slow connections, and the switch that turns each optimization off.
October 29, 2026

Chunk rendering pipeline
How chunks are built off-thread and drawn: region batching, 16-byte vertices, face grouping, occlusion tests and the entity and section culling they feed.
October 29, 2026



